One of several iterations of in-store projects for Levis Strauss & Co. Ltd. This shop window used sensors on the inside of the glass that allowed passers-by to play with interactive content on the plasma screen. A version of this was displayed in the flagship store on Regent Street, London 24-hours a day.
An interactive exhibit for Norton Healthcare housed at the Science Museum, London. The exhibit used capacitive sensors that work through glass and explored the advantages of a new kind of asthma inhaler, the Easi-Breathe, by making participants co-ordinate the pressing of different buttons simulating an asthma attack and using the inhaler. It was housed in the Technology Futures showcase for The Royal Academy of Engineering MacRobert Award.
A performance of interactive sound and vision toys with Antirom members, Nicolas Roope and Joe Stephenson. Using two to three computers, vision and audio mixers we combined live performance and interactivity to create a unique audio-visual experience. Several pieces involved physical interaction such as the pressure pads pictured here (I’m the bald blue guy). We performed this in several countries around the world.
Several iterations of an in-store kiosk for Levi Strauss and Co. Ltd were created over a period of four years. Each season (twice a year) a new set of interactive works would be made to a theme, this also included an interactive shop window.
All material was designed, shot and programmed by antirom. The kiosk included all of the product range, the current advertising campaign and, importantly, a section that contained a number of interactive toys developed by antirom.
Nine screen video wall installation for the JAM Exhibition at the Barbican Centre, London. JAM was billed as a “walk-in magazine” and featured current trendsetters across the creative industries. The exhibition was taken on tour internationally. The six screens on the left were separated from the column on the right. The left-hand screens contained interactive video pieces, whilst the right-hand column contained a selection of interactive sound engines.
Where it all started. The Antirom CD-ROM, from which the Antirom, the collective, took its name, contained a multitude of interactive experiments intended to critique the poverty of contemporary multimedia. Throughout the lifespan of the collective, we continued to explore and experiment and discovered several interactive paradigms and approaches that have since influenced many other works and groups of artists.